Welcome to Wargames Design, the website of game designer Jim Bambra and Combat HQ: World War Two Wargame Rules.
Combat HQ is a fast-paced set of wargame rules for playing large-scale World War Two battles.
Rapid Command Pulses and opposed dice rolls keep all players constantly involved. Easy-to-play rules emphasise command and control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources. Will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an Anti-Tank Gun battery? Or maybe you’ll use them to liaise with your staff officers?
Combat HQ uses six-sided dice and is suitable for 2mm to 28mm figures. It features rapid movement, decisive combat, and exciting decision making.
A free PDF copy is available to all buyers of Combat HQ. Full details are included inside the Kindle and print books.
Combat HQ: World War Two Wargame Rules
Multiple Battle Groups #17Boris’ Soviets Deployed Soviet Infantry Battle Group Boris deploys three Rifle Platoons. He would like to keep three of his Command Groups in Reserve, but with only five Command Dice, this would reduce him to a Dice Pool of only two Command Dice. He decides to deploy his Mortar Company and Machine Gun Company to… READ MORE
Multiple Battle Groups #16The First Game Max and Boris agree to play a Meeting Engagement for their first battle. They both have to deploy at least 25% of their forces. They both decide to deploy units from each of their battle groups onto the table. All units deploy as Blinds. The remainder of their forces will enter as… READ MORE
Multiple Battle Groups #15Soviet Armour Battle Group Units: 14 Command Dice: 4 Staff Orders: (4 passed up to the Commanding Officer) Morale: 11 Core Units Recon T–70 Armour Battalion T34/43 T34/43 T34/43 Armour Battalion T34/43 T34/43 T34/43 Armour Battalion T34/85 T34/85 T34/85 T34/85 Off-Table Artillery 76L39 Battery 76L39 Battery 76L39 Battery READ MORE